diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/EntityFlame.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/EntityFlame.cpp')
| -rw-r--r-- | mp/src/game/server/EntityFlame.cpp | 670 |
1 files changed, 335 insertions, 335 deletions
diff --git a/mp/src/game/server/EntityFlame.cpp b/mp/src/game/server/EntityFlame.cpp index 00da8659..d3a1be10 100644 --- a/mp/src/game/server/EntityFlame.cpp +++ b/mp/src/game/server/EntityFlame.cpp @@ -1,335 +1,335 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Flame entity to be attached to target entity. Serves two purposes:
-//
-// 1) An entity that can be placed by a level designer and triggered
-// to ignite a target entity.
-//
-// 2) An entity that can be created at runtime to ignite a target entity.
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "EntityFlame.h"
-#include "ai_basenpc.h"
-#include "fire.h"
-#include "shareddefs.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-BEGIN_DATADESC( CEntityFlame )
-
- DEFINE_KEYFIELD( m_flLifetime, FIELD_FLOAT, "lifetime" ),
-
- DEFINE_FIELD( m_flSize, FIELD_FLOAT ),
- DEFINE_FIELD( m_hEntAttached, FIELD_EHANDLE ),
- DEFINE_FIELD( m_bUseHitboxes, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_iNumHitboxFires, FIELD_INTEGER ),
- DEFINE_FIELD( m_flHitboxFireScale, FIELD_FLOAT ),
- // DEFINE_FIELD( m_bPlayingSound, FIELD_BOOLEAN ),
-
- DEFINE_FUNCTION( FlameThink ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "Ignite", InputIgnite ),
-
-END_DATADESC()
-
-
-IMPLEMENT_SERVERCLASS_ST( CEntityFlame, DT_EntityFlame )
- SendPropEHandle( SENDINFO( m_hEntAttached ) ),
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( entityflame, CEntityFlame );
-LINK_ENTITY_TO_CLASS( env_entity_igniter, CEntityFlame );
-PRECACHE_REGISTER(entityflame);
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CEntityFlame::CEntityFlame( void )
-{
- m_flSize = 0.0f;
- m_iNumHitboxFires = 10;
- m_flHitboxFireScale = 1.0f;
- m_flLifetime = 0.0f;
- m_bPlayingSound = false;
-}
-
-void CEntityFlame::UpdateOnRemove()
-{
- // Sometimes the entity I'm burning gets destroyed by other means,
- // which kills me. Make sure to stop the burning sound.
- if ( m_bPlayingSound )
- {
- EmitSound( "General.StopBurning" );
- m_bPlayingSound = false;
- }
-
- BaseClass::UpdateOnRemove();
-}
-
-void CEntityFlame::Precache()
-{
- BaseClass::Precache();
-
- PrecacheScriptSound( "General.StopBurning" );
- PrecacheScriptSound( "General.BurningFlesh" );
- PrecacheScriptSound( "General.BurningObject" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : inputdata -
-//-----------------------------------------------------------------------------
-void CEntityFlame::InputIgnite( inputdata_t &inputdata )
-{
- if (m_target != NULL_STRING)
- {
- CBaseEntity *pTarget = NULL;
- while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(m_target), this, inputdata.pActivator)) != NULL)
- {
- // Combat characters know how to catch themselves on fire.
- CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer();
- if (pBCC)
- {
- // DVS TODO: consider promoting Ignite to CBaseEntity and doing everything here
- pBCC->Ignite(m_flLifetime);
- }
- // Everything else, we handle here.
- else
- {
- CEntityFlame *pFlame = CEntityFlame::Create(pTarget);
- if (pFlame)
- {
- pFlame->SetLifetime(m_flLifetime);
- }
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Creates a flame and attaches it to a target entity.
-// Input : pTarget -
-//-----------------------------------------------------------------------------
-CEntityFlame *CEntityFlame::Create( CBaseEntity *pTarget, bool useHitboxes )
-{
- CEntityFlame *pFlame = (CEntityFlame *) CreateEntityByName( "entityflame" );
-
- if ( pFlame == NULL )
- return NULL;
-
- float xSize = pTarget->CollisionProp()->OBBMaxs().x - pTarget->CollisionProp()->OBBMins().x;
- float ySize = pTarget->CollisionProp()->OBBMaxs().y - pTarget->CollisionProp()->OBBMins().y;
-
- float size = ( xSize + ySize ) * 0.5f;
-
- if ( size < 16.0f )
- {
- size = 16.0f;
- }
-
- UTIL_SetOrigin( pFlame, pTarget->GetAbsOrigin() );
-
- pFlame->m_flSize = size;
- pFlame->SetThink( &CEntityFlame::FlameThink );
- pFlame->SetNextThink( gpGlobals->curtime + 0.1f );
-
- pFlame->AttachToEntity( pTarget );
- pFlame->SetLifetime( 2.0f );
-
- //Send to the client even though we don't have a model
- pFlame->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
-
- pFlame->SetUseHitboxes( useHitboxes );
-
- return pFlame;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Attaches the flame to an entity and moves with it
-// Input : pTarget - target entity to attach to
-//-----------------------------------------------------------------------------
-void CEntityFlame::AttachToEntity( CBaseEntity *pTarget )
-{
- // For networking to the client.
- m_hEntAttached = pTarget;
-
- if( pTarget->IsNPC() )
- {
- EmitSound( "General.BurningFlesh" );
- }
- else
- {
- EmitSound( "General.BurningObject" );
- }
-
- m_bPlayingSound = true;
-
- // So our heat emitter follows the entity around on the server.
- SetParent( pTarget );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : lifetime -
-//-----------------------------------------------------------------------------
-void CEntityFlame::SetLifetime( float lifetime )
-{
- m_flLifetime = gpGlobals->curtime + lifetime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : use -
-//-----------------------------------------------------------------------------
-void CEntityFlame::SetUseHitboxes( bool use )
-{
- m_bUseHitboxes = use;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : iNumHitBoxFires -
-//-----------------------------------------------------------------------------
-void CEntityFlame::SetNumHitboxFires( int iNumHitboxFires )
-{
- m_iNumHitboxFires = iNumHitboxFires;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : flHitboxFireScale -
-//-----------------------------------------------------------------------------
-void CEntityFlame::SetHitboxFireScale( float flHitboxFireScale )
-{
- m_flHitboxFireScale = flHitboxFireScale;
-}
-
-float CEntityFlame::GetRemainingLife( void )
-{
- return m_flLifetime - gpGlobals->curtime;
-}
-
-int CEntityFlame::GetNumHitboxFires( void )
-{
- return m_iNumHitboxFires;
-}
-
-float CEntityFlame::GetHitboxFireScale( void )
-{
- return m_flHitboxFireScale;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Burn targets around us
-//-----------------------------------------------------------------------------
-void CEntityFlame::FlameThink( void )
-{
- // Assure that this function will be ticked again even if we early-out in the if below.
- SetNextThink( gpGlobals->curtime + FLAME_DAMAGE_INTERVAL );
-
- if ( m_hEntAttached )
- {
- if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL )
- {
- SetRenderColorA( 0 );
- return;
- }
-
- CAI_BaseNPC *pNPC = m_hEntAttached->MyNPCPointer();
- if ( pNPC && !pNPC->IsAlive() )
- {
- UTIL_Remove( this );
- // Notify the NPC that it's no longer burning!
- pNPC->Extinguish();
- return;
- }
-
- if( m_hEntAttached->GetWaterLevel() > 0 )
- {
- Vector mins, maxs;
-
- mins = m_hEntAttached->WorldSpaceCenter();
- maxs = mins;
-
- maxs.z = m_hEntAttached->WorldSpaceCenter().z;
- maxs.x += 32;
- maxs.y += 32;
-
- mins.z -= 32;
- mins.x -= 32;
- mins.y -= 32;
-
- UTIL_Bubbles( mins, maxs, 12 );
- }
- }
- else
- {
- UTIL_Remove( this );
- return;
- }
-
- // See if we're done burning, or our attached ent has vanished
- if ( m_flLifetime < gpGlobals->curtime || m_hEntAttached == NULL )
- {
- EmitSound( "General.StopBurning" );
- m_bPlayingSound = false;
- SetThink( &CEntityFlame::SUB_Remove );
- SetNextThink( gpGlobals->curtime + 0.5f );
-
- // Notify anything we're attached to
- if ( m_hEntAttached )
- {
- CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer();
-
- if( pAttachedCC )
- {
- // Notify the NPC that it's no longer burning!
- pAttachedCC->Extinguish();
- }
- }
-
- return;
- }
-
- if ( m_hEntAttached )
- {
- // Do radius damage ignoring the entity I'm attached to. This will harm things around me.
- RadiusDamage( CTakeDamageInfo( this, this, 4.0f, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, m_hEntAttached );
-
- // Directly harm the entity I'm attached to. This is so we can precisely control how much damage the entity
- // that is on fire takes without worrying about the flame's position relative to the bodytarget (which is the
- // distance that the radius damage code uses to determine how much damage to inflict)
- m_hEntAttached->TakeDamage( CTakeDamageInfo( this, this, FLAME_DIRECT_DAMAGE, DMG_BURN | DMG_DIRECT ) );
-
- if( !m_hEntAttached->IsNPC() && hl2_episodic.GetBool() )
- {
- const float ENTITYFLAME_MOVE_AWAY_DIST = 24.0f;
- // Make a sound near my origin, and up a little higher (in case I'm on the ground, so NPC's still hear it)
- CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
- CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 48.0f ), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATING );
- }
- }
- else
- {
- RadiusDamage( CTakeDamageInfo( this, this, FLAME_RADIUS_DAMAGE, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, NULL );
- }
-
- FireSystem_AddHeatInRadius( GetAbsOrigin(), m_flSize/2, 2.0f );
-
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : pEnt -
-//-----------------------------------------------------------------------------
-void CreateEntityFlame(CBaseEntity *pEnt)
-{
- CEntityFlame::Create( pEnt );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Flame entity to be attached to target entity. Serves two purposes: +// +// 1) An entity that can be placed by a level designer and triggered +// to ignite a target entity. +// +// 2) An entity that can be created at runtime to ignite a target entity. +// +//=============================================================================// + +#include "cbase.h" +#include "EntityFlame.h" +#include "ai_basenpc.h" +#include "fire.h" +#include "shareddefs.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_DATADESC( CEntityFlame ) + + DEFINE_KEYFIELD( m_flLifetime, FIELD_FLOAT, "lifetime" ), + + DEFINE_FIELD( m_flSize, FIELD_FLOAT ), + DEFINE_FIELD( m_hEntAttached, FIELD_EHANDLE ), + DEFINE_FIELD( m_bUseHitboxes, FIELD_BOOLEAN ), + DEFINE_FIELD( m_iNumHitboxFires, FIELD_INTEGER ), + DEFINE_FIELD( m_flHitboxFireScale, FIELD_FLOAT ), + // DEFINE_FIELD( m_bPlayingSound, FIELD_BOOLEAN ), + + DEFINE_FUNCTION( FlameThink ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Ignite", InputIgnite ), + +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST( CEntityFlame, DT_EntityFlame ) + SendPropEHandle( SENDINFO( m_hEntAttached ) ), +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( entityflame, CEntityFlame ); +LINK_ENTITY_TO_CLASS( env_entity_igniter, CEntityFlame ); +PRECACHE_REGISTER(entityflame); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CEntityFlame::CEntityFlame( void ) +{ + m_flSize = 0.0f; + m_iNumHitboxFires = 10; + m_flHitboxFireScale = 1.0f; + m_flLifetime = 0.0f; + m_bPlayingSound = false; +} + +void CEntityFlame::UpdateOnRemove() +{ + // Sometimes the entity I'm burning gets destroyed by other means, + // which kills me. Make sure to stop the burning sound. + if ( m_bPlayingSound ) + { + EmitSound( "General.StopBurning" ); + m_bPlayingSound = false; + } + + BaseClass::UpdateOnRemove(); +} + +void CEntityFlame::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "General.StopBurning" ); + PrecacheScriptSound( "General.BurningFlesh" ); + PrecacheScriptSound( "General.BurningObject" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : inputdata - +//----------------------------------------------------------------------------- +void CEntityFlame::InputIgnite( inputdata_t &inputdata ) +{ + if (m_target != NULL_STRING) + { + CBaseEntity *pTarget = NULL; + while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(m_target), this, inputdata.pActivator)) != NULL) + { + // Combat characters know how to catch themselves on fire. + CBaseCombatCharacter *pBCC = pTarget->MyCombatCharacterPointer(); + if (pBCC) + { + // DVS TODO: consider promoting Ignite to CBaseEntity and doing everything here + pBCC->Ignite(m_flLifetime); + } + // Everything else, we handle here. + else + { + CEntityFlame *pFlame = CEntityFlame::Create(pTarget); + if (pFlame) + { + pFlame->SetLifetime(m_flLifetime); + } + } + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Creates a flame and attaches it to a target entity. +// Input : pTarget - +//----------------------------------------------------------------------------- +CEntityFlame *CEntityFlame::Create( CBaseEntity *pTarget, bool useHitboxes ) +{ + CEntityFlame *pFlame = (CEntityFlame *) CreateEntityByName( "entityflame" ); + + if ( pFlame == NULL ) + return NULL; + + float xSize = pTarget->CollisionProp()->OBBMaxs().x - pTarget->CollisionProp()->OBBMins().x; + float ySize = pTarget->CollisionProp()->OBBMaxs().y - pTarget->CollisionProp()->OBBMins().y; + + float size = ( xSize + ySize ) * 0.5f; + + if ( size < 16.0f ) + { + size = 16.0f; + } + + UTIL_SetOrigin( pFlame, pTarget->GetAbsOrigin() ); + + pFlame->m_flSize = size; + pFlame->SetThink( &CEntityFlame::FlameThink ); + pFlame->SetNextThink( gpGlobals->curtime + 0.1f ); + + pFlame->AttachToEntity( pTarget ); + pFlame->SetLifetime( 2.0f ); + + //Send to the client even though we don't have a model + pFlame->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); + + pFlame->SetUseHitboxes( useHitboxes ); + + return pFlame; +} + + +//----------------------------------------------------------------------------- +// Purpose: Attaches the flame to an entity and moves with it +// Input : pTarget - target entity to attach to +//----------------------------------------------------------------------------- +void CEntityFlame::AttachToEntity( CBaseEntity *pTarget ) +{ + // For networking to the client. + m_hEntAttached = pTarget; + + if( pTarget->IsNPC() ) + { + EmitSound( "General.BurningFlesh" ); + } + else + { + EmitSound( "General.BurningObject" ); + } + + m_bPlayingSound = true; + + // So our heat emitter follows the entity around on the server. + SetParent( pTarget ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : lifetime - +//----------------------------------------------------------------------------- +void CEntityFlame::SetLifetime( float lifetime ) +{ + m_flLifetime = gpGlobals->curtime + lifetime; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : use - +//----------------------------------------------------------------------------- +void CEntityFlame::SetUseHitboxes( bool use ) +{ + m_bUseHitboxes = use; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : iNumHitBoxFires - +//----------------------------------------------------------------------------- +void CEntityFlame::SetNumHitboxFires( int iNumHitboxFires ) +{ + m_iNumHitboxFires = iNumHitboxFires; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : flHitboxFireScale - +//----------------------------------------------------------------------------- +void CEntityFlame::SetHitboxFireScale( float flHitboxFireScale ) +{ + m_flHitboxFireScale = flHitboxFireScale; +} + +float CEntityFlame::GetRemainingLife( void ) +{ + return m_flLifetime - gpGlobals->curtime; +} + +int CEntityFlame::GetNumHitboxFires( void ) +{ + return m_iNumHitboxFires; +} + +float CEntityFlame::GetHitboxFireScale( void ) +{ + return m_flHitboxFireScale; +} + +//----------------------------------------------------------------------------- +// Purpose: Burn targets around us +//----------------------------------------------------------------------------- +void CEntityFlame::FlameThink( void ) +{ + // Assure that this function will be ticked again even if we early-out in the if below. + SetNextThink( gpGlobals->curtime + FLAME_DAMAGE_INTERVAL ); + + if ( m_hEntAttached ) + { + if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL ) + { + SetRenderColorA( 0 ); + return; + } + + CAI_BaseNPC *pNPC = m_hEntAttached->MyNPCPointer(); + if ( pNPC && !pNPC->IsAlive() ) + { + UTIL_Remove( this ); + // Notify the NPC that it's no longer burning! + pNPC->Extinguish(); + return; + } + + if( m_hEntAttached->GetWaterLevel() > 0 ) + { + Vector mins, maxs; + + mins = m_hEntAttached->WorldSpaceCenter(); + maxs = mins; + + maxs.z = m_hEntAttached->WorldSpaceCenter().z; + maxs.x += 32; + maxs.y += 32; + + mins.z -= 32; + mins.x -= 32; + mins.y -= 32; + + UTIL_Bubbles( mins, maxs, 12 ); + } + } + else + { + UTIL_Remove( this ); + return; + } + + // See if we're done burning, or our attached ent has vanished + if ( m_flLifetime < gpGlobals->curtime || m_hEntAttached == NULL ) + { + EmitSound( "General.StopBurning" ); + m_bPlayingSound = false; + SetThink( &CEntityFlame::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 0.5f ); + + // Notify anything we're attached to + if ( m_hEntAttached ) + { + CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer(); + + if( pAttachedCC ) + { + // Notify the NPC that it's no longer burning! + pAttachedCC->Extinguish(); + } + } + + return; + } + + if ( m_hEntAttached ) + { + // Do radius damage ignoring the entity I'm attached to. This will harm things around me. + RadiusDamage( CTakeDamageInfo( this, this, 4.0f, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, m_hEntAttached ); + + // Directly harm the entity I'm attached to. This is so we can precisely control how much damage the entity + // that is on fire takes without worrying about the flame's position relative to the bodytarget (which is the + // distance that the radius damage code uses to determine how much damage to inflict) + m_hEntAttached->TakeDamage( CTakeDamageInfo( this, this, FLAME_DIRECT_DAMAGE, DMG_BURN | DMG_DIRECT ) ); + + if( !m_hEntAttached->IsNPC() && hl2_episodic.GetBool() ) + { + const float ENTITYFLAME_MOVE_AWAY_DIST = 24.0f; + // Make a sound near my origin, and up a little higher (in case I'm on the ground, so NPC's still hear it) + CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); + CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 48.0f ), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATING ); + } + } + else + { + RadiusDamage( CTakeDamageInfo( this, this, FLAME_RADIUS_DAMAGE, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, NULL ); + } + + FireSystem_AddHeatInRadius( GetAbsOrigin(), m_flSize/2, 2.0f ); + +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pEnt - +//----------------------------------------------------------------------------- +void CreateEntityFlame(CBaseEntity *pEnt) +{ + CEntityFlame::Create( pEnt ); +} |